Category talk:Actor Values

From the Oblivion ConstructionSet Wiki
Jump to navigation Jump to search

I have a question. How do you get or set the health value for a weapon or a piece of armor?

You see, I want to make a special weapon with its own script, causing the weapon to always have maximum health. I'm assuming that Actor Values don't work on weapons. Is there a such thing as a getObjectValue or forceObjectValue function? (I looked at the Object Functions page, and I couldn't find it.)

OBSE has functions that allow you to modify an object's health. Scruggs 21:40, 13 January 2007 (EST)

Should there be two healths (and other things): one for base health and one for max health. It was always confusing about just what GetAV Health returned.
--Haama 10:42, 21 July 2007 (EDT)

I agree, but there's no way to change that now. Anyway, does anyone know the best way to change the max Health/Magicka of a character? I had thought it was ModAV Health, but that increased the current health, not the max health. Increased it past the maximum, too, so my current to max ratio was greater than one. Looked a little odd.
Dragoon Wraith TALK 12:52, 21 July 2007 (EDT)
You'd probably want SetAV, as that's called on the stat base instead of the script modifier. Perhaps ModPCA would work as well (modifies the base attr, at least for strength/agility etc.)? Talkie Toaster 15:22, 21 July 2007 (EDT)

actor value codes[edit source]

I think it would be handy if this page also had the code numbers used for functions like SetActorValueC --Quetzilla, 14:30, 16 April 2008 (EDT)

Good idea, I'll add it. You should sign your posts with ~~~~ in the future, Qzilla.
Dragoon Wraith TALK 20:06, 16 April 2008 (EDT)
Yeah, was making a bunch of posts and some of them missed out on the signature action :P --Quetzilla 20:08, 16 April 2008 (EDT)

AV mechanics[edit source]

Added some details on how AVs are calculated and stored, based on my findings when poking around the disassembly. JRoush 23:08, 17 July 2010 (EDT)

Damage Modifier[edit source]

I noticed this also seems to behave differently for NPCs and player: for the player, the damage modifier will never go above 0, so no damage modifier will raise a stat above its base value, but for other NPCs anything goes. For example, the Dragon Statue at the end of the MQ casts a spell that restores 100 pts attributes (restore attribute uses 'positive' damage modifier), and has a gigantic AoE so it hits everyone inside the temple when you activate it. For the player it restores any damaged stats, but for the NPCs around it fortifies all their stats by 100 pts seemingly permanently! I brought the companion dog from SI inside with me, and after receiving the blessing he has a speed of 122 and rockets away every time it tries to run. Migck

Good catch! There appears to be a bug in the AV modifier code which allows a positive 'Damage' modifier for NPC's if their current damage modifier is zero. This means that: (1) If the dog's speed had been damaged this would not have happened, and (2) if you cast the restore spell again now that the "Damage" modifier is positive, the "correct" modifier code would kick in and reset it back to zero. So you can slow your dog down by casting Restore Speed on him again :P
JRoush 03:40, 21 June 2011 (EDT)